Home Artists Posts Import Register

Content

My first impressions of atmo testing in a medium sized fighter :)

Files

Star Citizen 3.10 Flight Testing, Changes, and Thoughts - 1st Impressions

Time to test out the new flight mechanics of Star Citizen 3.10. I'm more curious about atmospheric flight changes and planetary effect changes than anything else. In this video, that's our focus. Give YOUR feedback here: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/ptu-feedback-ship-flight-changes/3231084 More detail from ThinkFlight in Spectrum: (I agree with him on most of this) In space: Pitch: Small & medium ships feels good to me at below safe speeds. Above safe speeds the maneuverability feels too artificially limited in all directions but I understand the intent perhaps allow a bit more maneuverability while "just into the red" zone & have the top end be restrictive as it is... change the "curve" if you will of the maneuverability restriction a bit. Large ships have overshoot issues & I feel a lot of this stems from the dead-zone of the mouse control. The 600i is a TOTAL FAIL - see below. Yaw: Small & medium ships feels good to me at below safe speeds. Above safe speeds the maneuverability feels too artificially limited in all directions but I understand the intent perhaps allow a bit more maneuverability while "just into the red" zone & have the top end be restrictive as it is... change the "curve" if you will of the maneuverability restriction a bit. Large ships have overshoot issues & I feel a lot of this stems from the dead-zone of the mouse control. The 600i is a TOTAL FAIL - see below. Roll: Small and medium ships feels SLOW to me at below safe speeds & above. I think the roll needs to be looked at close on ALL vehicles as it just seems too slow for every ship I've tried. Much worse on large medium & Larger ships, way to sluggish. The 600i is a TOTAL FAIL - see below. Acceleration/stop: I'm happy with the acceleration on all ships - however the stop/retro thrusters are STILL too powerful for small ships & fighters but too week for larger or heavier ships. In Atmo: Pitch: Small aerodynamic aircraft have a weird nose up/down twitch when attempting to return to center, its not smooth. I notice this more when in the transitional zone between safe just into the red speeds. Medium ships seems a bit sluggish on pitch. This is probably more relational to the vtols or design placement of the thrusters. The 600i is a TOTAL FAIL - see below. Yaw: Small more aerodynamic ships - I IMMEDIATELY noticed "adverse yaw", thank you for this! FMI https://en.wikipedia.org/wiki/Adverse_yaw I'm happy with how this is working. On small NON aerodynamic ships - I'm also happy with how this is working as its apparently up to the thruster design & you have to be more careful on them as these are slower to react & easier to overshoot but not horribly so. Medium ships vary WILDLY here depending on shape language and thruster design. The Cutlass is actually not bad here nor is the freelancer. Larger ships feel very stable & since they don't roll nearly as much & rely on this to turn in atsmo more, this feels slow and heavy like I would expect. I'm happy with how the 890 & carrack yaw in atmosphere. However the 600i is the WORST of all ships in the game for this and is a TOTAL FAIL right now, see 600i issues below. Roll: The SQ42 ships feel well balanced right now for rolling in atsmo. The 300 series is OK but displays & odd tenancy to snap roll back the opposite direction when trying to center. Medium to large ships all suffer here in the roll as its simply too slow but I'm ok with the largest of the ships having slow roll. Acceleration/stop I'm happy with the acceleration on all ships -however the stop/retro thrusters are STILL too powerful for small ships and fighters but too week for larger or heavier ships. The retro thrusters for medium & large ships in atsmo CAN hinder the vtol performance causing an undesired descent when using retro while nose down. I know its how it should work but I would also expect an INTELLIGENT IFCS to compensate for this. VTOL: I know this dynamic isn't finished - but from what we have now I can say that "its getting there". The dead zone of the mouse aim makes it far too easy to over control for the larger small ships & above, exacerbated on large ships. Thruster design really shows here, some ships are OK while others clearly need tuning. For example, the Pisces vtols are far to week leading to many undesirable crashes in normal gravity - as a shuttle I would not expect this. May times, while slowly ascending vertically via the vtol thrusters on large ships the ascent stops for no apparent reason. The thruster output drops to between 60-89% depending on the ship & you then have to use your boost/afterburner for about a second to get it back to 98%+ & start moving again. No indication of overheat, perhaps a bug. After flying the Reclaimer, I can say I appreciate what this has done for ships like the Reclaimer. This heavy has rotatable vtol like the drake cutlass and oh boy do you need to use it right - Thank you for this! The 600i is a TOTAL FAIL - see below.

Comments

No comments found for this post.